#version 460
#extension GL_GOOGLE_include_directive : enable

#include "../../../../core/shader_taster_color.h"




layout(location = 0) in vec4 vColor;
layout(location = 1) in vec3 vNormal;
layout(location = 2) in vec3 vLightPos[4];


layout(location=0) out vec4 outColor;







layout(std140, set=0, binding=3) uniform U_Matrix {
	uint m_Color;
};



void main(void){
	float d = (dot(vLightPos[0], vNormal)) + 1.0;
	float PN = dot(vLightPos[0], vNormal);
	
	outColor = vec4(vColor.rgb, vColor.a);
	//gl_FragDepth = gl_FragCoord.z + 0.0001;
}



